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GD-76: Fix SceneRunner to propagate input events in the right way #115

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merged 29 commits into from
Feb 20, 2023

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MikeSchulze
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@MikeSchulze MikeSchulze commented Feb 13, 2023

Why

The Scene Runner did not work correctly, e.g. _gui_input() was never called

What

  • Revised the handling of input events to ensure that all input events are sent correctly.
  • Added Input to store the current input event so that it can be accessed via Input.is_... accessible.
  • Drag&Drop test case added
  • Improved testing of input events
  • Reset press state to inital state when Scene Runner is released.
  • Added a check on simulate input events to delegate on headless mode direct to the viewport
  • Skip tests where fails on headless mode (mouse set position is not supported by the engine)

Additional Info

I ask for a solution here: godotengine/godot#73557

)

* GD-351: Fix SceneRunner to propagate input events in the right order

The Scene Runner did not work correctly, e.g. _gui_input() was never called

- Revised the handling of input events to ensure that all input events are sent correctly.
- Added Input to store the current input event so that it can be accessed via Input.is_... accessible.
- Drag&Drop test case added
- Improved testing of input events
- Reset press state to inital state when Scene Runner is released.
@MikeSchulze MikeSchulze self-assigned this Feb 13, 2023
@MikeSchulze MikeSchulze linked an issue Feb 13, 2023 that may be closed by this pull request
@MikeSchulze MikeSchulze removed the WIP label Feb 20, 2023
@MikeSchulze MikeSchulze merged commit 939242d into master Feb 20, 2023
@MikeSchulze MikeSchulze deleted the GD-76 branch February 20, 2023 16:55
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GD-76: Fix SceneRunner to propagate input events in the right way
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